<> won the Origins "Gamer's Choice Award" for the Best Card Game of 2003. How do you follow something like that? With more mooks, more mayhem, more monsters, more munchkins, more monks - especially more monks - in Munchkin Fu 2 - Monky Business!

Learn new styles like Kong Fu, Fee Fi Fo Fu, Sna Fu, and the ever-perilous Stomach Fu! Pick up dangerous new weapons like the Auspicious Ivory Gutting Hook and the Tofu Tonfa. Garb yourself in the Hong Kong Sarong. Slay foes like the Sex Gaki, Clamera, and Genghis Cong . . . and take their stuff!

The team of Origins-Award-winning designer Steve Jackson and mad cartoonist Greg Hyland (Lethargic Lad, Munchkin Fu) are back again for Monky Business. It's got 110 evil and overpowered cards, plus two blanks to create your own. And of course, like all other Munchkin products, this supplement is completely compatible with the original Munchkin and all its supplements and spinoffs, including Star Munchkin, Munchkin Bites!, and Munchkin Blender.

Romania was the third member of the European Axis powers, casting their lot with Germany in the hope that the Nazis could help them reclaim territory lost to the Russians in the aftermath of World War I. When the tide of the war turned, Romania switched sides, fighting Hitler with his own weapons and supplies. Michael's Army is a sourcebook for GURPS World War II that details Romania's involvement from the early march on Stalingrad to the defense of the Ploesti oilfields to the taking of Transylvania from Hungary. You get complete information on Romanian infantry, armor, air units, and even navy in this supplement. Roleplaying opportunities abound, whether it's the pre-war diplomacy and espionage of King Carol II's court, defending the Black Sea ports from special forces night landings, fighting off American bombing runs on your precious oil refineries, or securing remote Transylvanian estates that the Hungarian occupiers didn't seem all that keen on defending . . .

Infinite Worlds . . . Infinite Adventure!

The good news is, there are other Earths. Maybe an infinite number. The bad news is, somebody out there doesn't like us.
The shuttles of Infinity Unlimited jump between parallel Earths, seeking adventure, profit, knowledge, and even entertainment. But a parallel called Centrum has also developed the technology to hop between the worlds . . . and they want to rule them all. The Infinity Patrol must deal with their ruthless rivals, as well as with world-jumping criminals, and with the possibility that the secret of dimension travel might escape to some of the really nasty alternate worlds like Reich-5.

Welcome to the core setting of GURPS Fourth Edition! Every other GURPS setting is on one of the Infinite Worlds timelines . . . whether they know it or not! GMs can use this to create a whole meta-campaign, or just as an excuse to move characters between worlds when the plot requires it.

Compiled by Kenneth Hite, the master of alternate histories, GURPS Infinite Worlds combines and updates material from GURPS Time Travel, GURPS Alternate Earths, and GURPS Alternate Earths 2 into one full-color hardcover volume, and gives dozens of new worlds to explore as well!
This is the complete genre book on both alternative-world gaming and time travel. It offers detailed advice on the unique challenges of running this kind of campaign, and on designing and playing characters who regularly cross between settings. It also provides a wide variety of suitable threats and hazards -- from evil cross-time Nazis and cosmic conspiracies to "ordinary" monsters and disasters. And it gives guidelines for building alternate worlds from the perspectives
of the setting, the story, and the rules.

Whether you're playing accidental travelers or the hardened troops of the Infinity Patrol, this book is your gateway to adventure. Infinite adventure.

Put the amazing flexibility and power of GURPS at your fingertips with this data-packed GM's Screen. This screen features a gorgeous John Zeleznik painting with all of the Fourth Edition iconic characters, plus six panels full of all the crucial charts, tables, and other essentials from GURPS Fourth Edition. . . . complete combat tables, reaction charts, and other references to make the GM's job faster and easier.

Also included is a copy of the new Fourth Edition version of GURPS Lite, the 32-page core of the GURPS rules. GURPS Lite is a valuable rules summary, but it's also designed, in particular, as a teaching tool . . . it makes it easy for an experienced player or GM to introduce others to the system. A second 48-page book includes character sheets, forms, a master list of character creation features, and GURPS Update, a complete guide to converting your PC to Fourth Edition.

This screen is beautiful, useful . . . and yes, you can use it to hide your die rolls, too.

Four-panel screen. Includes GURPS Lite and a 48-page book of conversion notes and game aids.
Stock #01-0005,
ISBN 1-55634-732-4.
$19.95.

Out of print for 20 years, and still often requested . . . and finally available in PDF!

Written for the serious game designer - or for the amateur who'd like to be published professionally - this book, by one of the field's top designers for decades, combines practical advice with theoretical background. Beginning with a discussion of the theoretical background of gaming, Game Design covers the historical development of the modern adventure game . . . from an occasional pastime for a dedicated few to today's multimillion-dollar game industry.

Chapters include:

Theoretical Foundations

Historical Background

Mapping and Movement

Terrain

Combat and Play Sequence

Combat Strength and Resolution

Advanced Combat Systems

Research

Components

Playtesting

RPG Design

Designing for the Market

Game Evaluation

Steve Jackson says:

This book was based on a series of articles that Nick Schuessler and I wrote for Space Gamer in 1980 and 1981. We edited and updated them and added new material, and released the book in mid-'81. It was supposed to be Volume 1, to be followed by a Volume 2 that would have included, among other things, more about component design and a discussion of marketing, and maybe a Volume 3 with a worked example . . . but we never got around to it.

Some of this book is VERY dated. I expect it will be hard to find any of the texts discussed in the bibliography, and of the 17 magazines listed, only Dragon and White Dwarf still exist. Many of the games cited as examples are likewise hard to find now. And the occasional mention of computers looks pretty naive 25 years later. But on the whole, it holds up well. All the basic considerations of game creation are still true, and component design and production works about as it always has. And playtesting is still important, darn it . . . So, on the whole, I'm very glad to have this available again, and I hope the hobby finds it useful.

Empire of the Dragon

With 5,000 years of history and a quarter of the world's population, China is the perfect adventure setting . . . whether your campaign is magical or purely historical.

From the Great Wall to Tiananmen Square, from the Imperial Wars to the Boxer Rebellion, from Marco Polo to Mao, no fictional roleplaying setting can equal the scope and grandeur of China!

GURPS China also includes complete rules for translating the GURPS Third Edition magic system into a mythically accurate Chinese campaign. The Bestiary chapter describes the traditional ghosts, spirits, and monsters of Chinese legend, including Oriental dragons!

This high-quality, 4-color, completely evil shirt depicts the Super Munchkin and the Munchkin Babe, surrounded by their ill-gotten loot.

It includes special rules allowing the wearer of the shirt to get extra treasure. How abusive! How Munchkin!

Official Tournament Rules:

If you are wearing the official Munchkin Lovely Loot shirt*, you may draw one extra card from either deck when you start play or when you come back from the dead.

If you are wearing the Lovely Loot shirt, you draw TWO Treasure cards when you kill a monster that normally gives one treasure.

The autograph of either Steve Jackson or John Kovalic on the shirt gives you the additional power to draw THREE Treasure cards when you kill a monster that normally gives two treasures. With both autographs, you can also draw FOUR Treasure cards when you kill a monster that normally gives three treasures.

Wearing two or more Munchkin shirts at the same time does NOT give the bonuses from both shirts. The one on the outside rules.

Use of the Cheat card overrides Rule 4 and lets you benefit from two shirts. (It doesn't matter which one is outside).

But under no circumstance is there any bonus for MORE than two shirts.

It is NOT an official tournament rule, but if you wish to make a house rule that a "Lose Your Armor" card requires you to remove your shirt(s), we cannot stop you.

Be a ninja! Deliver fast food! What's not to like? And here are 72 more cards, illustrated by Greg Hyland, to sumo-size your Ninja Burger adventures.

More missions, delivering everywhere from the top of the Empire State Building (and who might be placing THAT order?) to Hades! More ninja! And more Fortune cards, including new types: Goals, New Menu Items, and "enhancers" for your Ninja Stuff! It's not enough just to have a katana . . . now it can be Cursed and Wasabi-Coated too!

This CD-ROM runs under Windows 95, 98, ME, NT, 2000, and XP. We regret there is no version of this program for any OS other than Windows. See the official product page for information about compatible emulator programs and more information.

Notice For Unregistered Customers: Please be aware that you will not be able to register your copy of GURPS Vehicle Builder if you do not have an e23 account. Registering the program will allow you access to program updates on our website. If you wish to create an e23 account before purchasing this product, please click here.

Prefer Print? This item is also available as a CD-ROM in our sister-store, Warehouse 23!

Long ago, beyond the edge of the world, a great empire grew decadent . . . and sank forever beneath the waves. The Lost Land; the Sunken City; the Ancient Birthplace of Secrets. It has haunted our dreams since the days of ancient Greece. In some of those dreams, the Lost Land is still out there.

Written by Phil Masters (GURPS Discworld), this is a gamer's guide to the story, the history, and the myth. GURPS Atlantis includes rules for underwater operations, stats for a wide range of submarines, and no less than three campaign backgrounds - one high fantasy, one conspiratorial, and one for steampunk or superhero games.

GURPS Magic Spell Charts are a visual representation of the relationships between the hundreds of spells listed in the new Third Edition of GURPS Magic, totally updated for GURPS Fourth Edition. (Yes, that's right. It's explained in more detail on p. 4 of the new edition of GURPS Magic, under "Publication History." Basically, if you have the new hardback books, this is the PDF for you.)

These charts not only reduce the work required to determine the prerequisites for a spell, but also reveal the underlying organization of the colleges. For each college, they show how far can one progress at each level of Magery; which spells are central prerequisites for most of the other spells in the college; and how much overlap there is with other colleges. The simple, open format allows for further customization. Color the boxes to show which spells a mage knows and instantly see which ones he is eligible to learn.

And are you ready for the best part? It's FREE! Consider it a test drive of the e23 system with a nifty game aid as a payoff, courtesy of Steve Jackson Games. Have fun!

NOTE: This new vector graphics version, uploaded February 15, 2006, is less than 10% the file size of the old edition. Also, all known errata have been corrected.

A Dame Walks Into Your Office . . .

A dead body, no witnesses, and a room full of suspects with perfect alibis - can you find the killer and bring him to justice? Learn the secrets of mystery fiction and what will, and will not, work in an RPG mystery. Learn how to be a better investigator. Learn the problems you are likely to encounter in a low-tech, magic, super-tech, or horror mystery.

GURPS Mysteries covers:

Creating mysteries as stand-alone adventures, as part of an existing campaign, or as a campaign in their own right, with specific discussions of the low-tech, modern-tech, future, magic, and horror settings.

Setting the crime scene, including detailed forensic information on causes of death, investigation methods, and a forensic timeline.

Creating interesting villains, including matching disadvantages to motives and means of carrying out a crime.

A template-based character generation system for iconic investigators, including the genius detective, the hardboiled shamus, police detectives, investigating magicians, even "that darn kid."

Sample detective and investigative agencies to hire or bedevil characters.

Expanded rules for questioning and interacting with NPCs.

GURPS Mysteries is designed both for the GM who wants to create and run mystery adventures and for players who want to create and portray more effective investigators in any setting.

Welcome to a comic-strip world where the golden light of science holds the promise of a better future for all humanity.

Yeah, right.

Science can indeed do anything – which means scientists are the most powerful, important people in the world. (OK, this is clearly not our world.) And at the top of the heap are those undaunted by the constraints of inadequate theories, the challenges of defying conventional wisdom, and the dangers of nuclear radiation. In short, mad scientists.

GURPS Casey & Andy is based on Andy Weir's humorous webcomic Casey & Andy, found on the Web at www.galactanet.com/comic/index.htm. The title characters are 21st-century mad scientists dabbling in time and dimension travel, instantaneous cloning, and increasingly complex apocalyptic doomsday devices. Apart from that, they live in suburbia with their girlfriends, Mary and Satan. Yes, that Satan.

GURPS Casey & Andy is also a complete GURPS Fourth Edition sourcebook available only as a PDF on e23 at e23.sjgames.com! Casey & Andy is written by David Morgan-Mar, who knows a thing or two about webcomics with his own Irregular Webcomic, and certainly knows a thing or two about writing for e23. It also features tons of Casey & Andy art by webcomic creator Andy Weir, including an original four-page story just for this PDF!

Dangerous villains, intricate plots, and magical conundrums -- all with high action and a suspenseful climax:

Fighters of the Purple Rage: A hard-hitting bounty hunt that pits the party against battle-hardened escaped gladiators. It's a dangerous chase through the Megalos underground . . . who will survive?

Also includes full stats and descriptions of several new creatures, further adventure seeds for each scenario, and much, much more . . .

This PDF is a scanned copy of an adventure from the last printed edition of GURPS Fantasy Adventures. No changes or updates from that edition were made, but we have appended all known errata to the end of the document.

A magical trip into the Darkland - a place of strange creatures and untold dangers. Will the PCs find the inheritance and collect the reward? Or will they fall to darkhounds or the obsessed apprentice mage? Also includes full stats and descriptions of several new creatures, further adventure seeds for the scenario, and much, much more . . .

This PDF is a scanned copy of an adventure from the last printed edition of GURPS Fantasy Adventures. No changes or updates from that edition were made, but we have appended all known errata to the end of the document.

Tired of dungeon crawls? Here's a change of pace. Babysit a hundred screaming Sahudese while their clan leader visits Megalos. All you have to do is keep them safe and happy - while they tear the city apart . . .

Includes full stats and several new creatures, further adventure seeds for the scenario, and much, much more . . .

This PDF is a scanned copy of an adventure from the last printed edition of GURPS Fantasy Adventures. No changes or updates from that edition were made, but we have appended all known errata to the end of the document.

SPANC Them All!

Life is good when you're a Space Pirate Amazon Ninja Catgirl. Enjoy a life of larceny and mayhem as you embark on one Caper after another. Defeat every challenge the galaxy throws at you, from the Friendly Guard Puppies all the way to the Fiendish Death Trap. Pick up Toys (and the occasional Poolboy), grab more Loot than anyone else, and watch your tail . . . because the other catgirls want what you've got!

Lovingly illustrated by Phil Foglio (GreedQuest, Strange Synergy), SPANC is a fast-paced card game of space pirates, ninja, amazons, and catgirls. All at once.

It's time to visit the Bad Side of Town. In this adventure, the party attempts to track down a clever master thief through the back alleys of the worst neighborhood in the city - Northside, where a meeting could get you choice information . . . or land you in the morgue.

Also includes full stats and several new creatures, further adventure seeds for the scenario, and much, much more . . .

This PDF is a scanned copy of an adventure from the last printed edition of GURPS Fantasy Adventures. No changes or updates from that edition were made, but we have appended all known errata to the end of the document.

There are lots of ways to keep track of your level in Munchkin â€“ coins, pretty glass stones, even candy (which has its drawbacks if your rivals eat your levels when you look away). You could just "remember" your level, but would you trust some other player who tried that? We didn't think so. In the end, most gamers use a good old 10-sided die. And now we've got the ultimate, creme de la creme of 10-sided dice â€“ six of them, all different colors! â€“ in the brand-new Munchkin Dice set!

These oversized (35.6mm), swirly-shiny 10-siders all have the victorious Super Munchkin's picture in place of the "0". When you reach Level 10 and claim victory, everyone will see that YOU are the ultimate Munchkin!

And new dice just cry out for a new random-results table. So here it is. You'll like it (heh, heh) . . .

And finally, there are 14 brand-new, never-before-seen Munchkin cards to make your character even more overpowered. Try adding "Master" to your Class, earning you extra Treasure! Or become a "High" or "Dark" member of your Race! Or if you lose a battle, you can play â€śRocks Fall, Everyone Diesâ€ť (featuring guest art from Something Positiveâ€™s Randy Milholland!) â€“ Everyone else shares your pain and loses a level! And if you die, everyone dies!! There's more â€“ of course â€“ but you're going to have to roll the Munchkin Dice to get them!

Has your game got the blahs? Are your players spending more time thumbing through your book collection than hunting down clues, more energy heckling one another than in crushing their cruel foes? Never fear, o beleaguered Game Masters, for Robin D. Laws, noted game designer (Feng Shui, Hero Wars, Dying Earth, Rune) and columnist for Dragon magazine) is here to help.

The alphabetical skill list in the GURPS Fourth Edition is ideal for looking up specific skills by name . . . but not so handy when you're trying to create a character or a template, and want to select a small handful of suitable skills from among the hundreds of options in the Basic Set. This document sorts skills into categories that coincide with likely career paths for adventurers.

When most mortals have lived their allotted time, their spirits move on to whatever realm their destiny (or fate) sends them. They do not question this process, nor do they fight it. There are others, however, who do not go so gentle into that good night, bright light, or blazing inferno. They manage to not let something as trivial as their death keep them from hanging around and being a part of life on Earth. Call them spooks, spirits, poltergeists, phantoms, or just good old ghosts, there's one thing every player in the ultimate battle for the soul of Mankind knows: Ignore them at your own risk.

Liber Umbrarum expands greatly on the rules for ghosts first touched on in the Corporeal Player's Guide for In Nomine, with details on a dozen new types of ghosts, ideas for ghost-centered campaigns, ghosts as player-characters, allowing a slain PC to remain in the game as a ghost, new advantages and disadvantages for dealing with ghosts, and more.

Adventure in a World of Gallantry & Grace

Come to the age of the Swashbuckler, when the world was wide and fortunes could be made in an afternoon of smoking cannons and bloody cutlasses!

Swing from a chandelier into the fray, rapier in hand, dagger in teeth, and show the Cardinal's guards they can't insult the queen!

Or wait on the quiet back roads of England on a moonless night, pistols and reins in your hands, and hope the Squire's coach isn't too well guarded . . .

Pirates, Musketeers and Highwaymen all come alive in this GURPS worldbook of romantic adventure from Elizabeth I to Napoleon. Rules and background given include: ship combat, black powder weapons, expanded fencing rules, cutlasses, chandeliers, codes of honor, duelling, compulsive gambling and all the other classic elements of a good swashbuckling time!

This book is intended for use with the GURPS Basic Set, but can be used as a sourcebook for any roleplaying game.

GURPS Lite is a 32-page distillation of the basic GURPS rules. It covers the essentials of character creation, combat, success rolls, adventuring, and game mastering for GURPS Fourth Edition.

The purpose of GURPS Lite is to help GMs bring new players into the game, without frightening them with the full GURPS Basic Set and a stack of worldbooks! With GURPS Lite, you can show your players just how simple GURPS really is.

Fly through the city. Smash the villains. Backstab your teammates and grab their gadgets.

Munchkin has parodied the classic dungeon, the kung-fu warrior, the space epic, and the creatures of the night. Now it's the superheroes' turn!

Be a Mutant, an Exotic, a Mystic, or a Techno. The higher your Level, the more Powers you can have. Battle dastardly masterminds, devastating monsters, and invading aliens from the next dimension -- from the wimpy Bucketman all the way up to Big Ol' Planet Eater Guy himself -- and TAKE THEIR STUFF! With the Electro-Mento-Hat, the Telezapinator, and the (jet-powered) Pogo Stick, no foe can stand before you!

Super Munchkin is a stand-alone game, which (of course) can be combined with other Munchkin games. Designed by Steve Jackson and illustrated by John Kovalic, this one is destined to RULE THE WORLD! Mwahahaha!

Official Tournament Rules

If you are wearing an official Munchkin Momentous Unmasking shirt*, you may draw one extra card from either deck when you start play or when you come back from the dead.

If you are wearing the Momentous Unmasking shirt under another item of clothing, you may - once per game - dramatically reveal it when you encounter a Trap. You escape the Trap on a roll of 1-4. If you are wearing glasses, and dramatically remove them as well, you automatically escape the Trap!

Either Steve Jackson's or John Kovalic's autograph on the shirt lets you attempt to escape from two different traps. With both autographs, you may try three times!

Wearing two or moreMunchkin shirts does NOT give you both bonuses. The one on the outside rules.

Use of the Cheat card overrides Rule 4 and lets you benefit from two different shirts. (It doesn't matter which one is outside.)

But under no circumstance is there any bonus for MORE than two shirts at once.

It is NOT an official tournament rule, but if you wish to make a house rule that a "Lose Your Armor" card requires you to remove your shirt(s), we cannot stop you.

GURPS Fourth Edition lets roleplayers create any character they can imagine, from any time or place. They can be customized with hundreds of advantages, disadvantages, and skills, not to mention magic spells, psionic powers, martial arts moves, superpowers, and equipment from pitchforks to starships.

And yes . . . it can all get a little complicated. If only there was some sort of super-smart machine that could remember all the rules for creating characters, recall them instantly, memorize characters after you made them without ever forgetting, do all the math without making a mistake . . . but that would take some kind of computer or something . . .

Introducing GURPS Character Assistant, created by Armin Sykes! This new CD-ROM from Steve Jackson Games has every character creation rule from the Fourth Edition GURPS Basic Set. You can create and save any character, and print it out on an official Fourth Edition character sheet. GURPS Character Assistant will also let you save and share character files with other players who have GCA. Templates are also fully supported â€“ the program will let you create, modify and share them with others.

So now that you've brought your GURPS game up to Fourth Edition, it's time to bring your characters into the computer age, with GURPS Character Assistant!

GURPS Character Assistant requires a computer running Windows ME (or more recent) and at least a Pentium II processor, 64 MB RAM, and 5MB free disk space. For better performance, use a faster processor and more RAM. GURPS Character Assistant will also be available by direct download.

A computer program on CD-ROM in a case.
Stock #01-4001,
ISBN 1-55634-740-5.
$19.95.

Welcome to the land of Yrth, a realm of incredibly varied races and
monsters - including people snatched from our Earth and other worlds by the
cataclysmic Banestorm! And on this world, magic works . . .

Whole villages were transported - from such diverse locales as medieval
England, France, Germany, and the Far East. Now humans struggle with dwarves,
elves, and each other. The Crusades aren't ancient history here - they're
current events!

Journey from the windswept plains of the Nomad Lands - where
fierce Nordic warriors seek a valiant death to earn a seat in Valhalla - to
Megalos, the ancient empire where magic and political intrigue go hand in hand.
Or trek south to the Muslim lands of al-Wazif and al-Haz to explore the
forbidden city of Geb'al-Din.

This book updates the original Yrth of GURPS Third Edition, Fantasy and Fantasy
Adventures. It's a complete world background - history, religion, culture, politics, races, and a detailed, full-color map - everything needed to start a
GURPS campaign. Phil Masters
(Discworld and
Hellboy RPGs) and Jonathan Woodward
(Hellboy and GURPS Ogre) have added new peoples, places, and plots, as well as lots more on magic and mysticism. And it's all consistent with the just-released GURPS Fantasy and GURPS
Magic.

So prepare to make your own mark on Yrth. Plunder elven ruins while evading the
desert natives. Play a peasant-born hero . . . an orcish pirate . . . a Muslim
double agent commanded to infiltrate the Hospitallers.

<> is the award-winning card game that throws open the door on apartment life - the cheap booze, the interrupted sleep, the shrieks of your roommate's S.O. Now add even more stress to your living situation with <>. This 56-card expansion adds new stuff, new activities, new annoying "friends" - and, yes, new nookie! - to the all-important quest for Slack.

Munchkin is about beating up monsters, taking their stuff, and sequels. Munchkin Bites! is no different. Thus were born . . . the Pants Macabre.

The World of Dorkness has been busy in the past year. Can you face the sonic stylings of Ten Inch Tacks, the annoyance of the Gnat Bats, and the chilling waddle of the Were-Penguin? Will you wield the might of Power Piercing and revel in the Huge Dice Pool, or will you be bludgeoned by Bad Fiction? And do you dare play the new Race . . . the Mummy?

In addition to the always awesome art from John Kovalic, we have two guest artists: Pete Abrams of Sluggy Freelance and Maritza Campos of College Roommates from Hell. The jokes can be blamed on Steve Jackson.

It's got 110 shiny new . . . no, not shiny â€“ dark! Itâ€™s got 110 dark and evil new cards, plus two blanks to create your own. And of course, like all other Munchkin releases, this supplement is completely compatible with the original Munchkin and all its supplements and spinoffs. Of course, since Pants Macabre has powers, it will work especially well with Super Munchkin.

Written by professional occultist Isaac Bonewits, the only person ever to earn a degree in Magic from the University of California, this book describes how to create "realistic" magical systems for roleplaying games. It also reveals the "real magical" roots of Magic: The Gathering. This book is a lot of fun to read! It is not part of the GURPS system, or any other specific game, so any GM who likes modifying his game's magic systems will get a lot of ideas here.

If you enjoy tinkering with your game's magic system, or if you just wonder what it would be like to be a "real" magic-user in this world or another one, Authentic Thaumaturgy will bring you many hours of enjoyment . . . and thought.

Includes a tongue-in-cheek adventure showing how it all works: "The Quest for the Sacred Mehleetah," featuring the caffeine-sodden mages of the Javacrucian Cult.

Save the World . . . or Destroy It!

<> is the ultimate book for the ultimate characters in the new Fourth Edition of GURPS! Here's everything you need to create every kind of amazing, off-the-chart superhero you can imagine . . . as well as amazing wizards, wuxia fighters, shamans who command spirits . . . even gods!

Written by GURPS Line Editor and Fourth Edition co-author Sean Punch, <> introduces some new rules, but it is mostly about using the rules that are already in the GURPS Basic Set to cover superpowered characters, megawizards, and earth-shattering psionics. <> also include guidelines for "special effects" and several different ways to vary a power on the fly -- two crucial concepts for comic-book superheroics.

<> is a Fourth Edition GURPS book that completely replaces the Third Edition books GURPS Supers and GURPS Psionics. Like our other Fourth Edition supplements, it's a gorgeous 240-page, full-color hardback.

<> is back! This new supplement - illustrated, of course, by John Kovalic - has 53 new cards (and three of those blanks you've been asking for). More people, more crummy jobs, more pets, more food, weed, and nookie! Special bonus: The box is oversized, to hold ALL your <> cards. The outside of the box shows the <> apartment building . . . take the lid off, and the inner box shows what's happening INSIDE . . .

They are very much like us.

Some seek to do good,
others corrupt and destroy.
Some set out to do one thing,
but accomplish another.

Some are fiercely devoted to their work.

Some doubt that they really
make a difference.

And some wonder,
in the small hours of the night,
if they picked the right side.

They have great powers,
for good and evil,
but they are merely pawns
of greater powers still.

They are very much like us.

In Nomine is a modern roleplaying game in which the players take the part of celestial beings - angels and demons - as they struggle for control of humanity and themselves. The celestials, powerful though they may be, are merely pawns in a much larger game being played by their Superiors, the Archangels and Demon Princes.

The Sorcerer's Impediments is a FREE introductory adventure for In Nomine, the modern-day roleplaying game of angels and demons fighting for the future of . . . well, the future. This short adventure has all the rules you need to play. To get the full In Nomine experience, however, buy the In Nomine Core Rules.

Your characters are minor angels in the service of an Archangel. Your current assignment is to investigate the source of a disturbance in the Symphony. Tracking the disturbance took some time, but you are now standing in front of a decrepit house on the outskirts of town. The source of the disturbance is inside. What do you do?

You get more cards in starting hand;
For giving gifts, bonuses grand.
O Munchkin Shirt, O Munchkin Shirt,
How lovely are your powers.

(With apologies to carolers everywhere)

This high-quality four-color shirt combines the classic Munchkin with the icon of gift-giving: the Christmas tree! Wearers of the shirt can give an item away for its bonus, even if they couldn't normally benefit from it.

'Tis the season . . . for Munchkin-ing!

Official Tournament Rules

If you are wearing an official Munchkin shirt*, you may draw one extra card from either deck when you start play or when you come back from the dead.

Once per game, durning combat, you may select one reusable item That you own which grants a level bonus and give it to another player. Your side gets double that items bonus during your current combat. Neither you or the reciving player need to be able to use your gift.

Either Steve Jackson's or John Kovalic's autograph on the shirt lets you give a present during two combats per game. With both autographs, you can do it 3 times.

Wearing two or moreMunchkin shirts does NOT give you both bonuses. The one on the outside rules.

Use of the Cheat card overrides Rule 4 and lets you benefit from two different shirts. (It doesn't matter which one is outside.)

But under no circumstance is there any bonus for MORE than two shirts at once.

It is NOT an official tournament rule, but if you wish to make a house rule that a "Lose Your Armor" card requires you to remove your shirt(s), we cannot stop you.

High in the branches of the merry Christmas tree, amid the tinsel and the lights, someone is watching you. Bring the Illuminati into your home during the holiday season with this double-sided Christmas tree ornament, laser etched from maple wood. Your holidays aren't oppressive enough until you know they're watching you! This ornament measures approximately 3" by 4 Â˝", for secret reasons we're certainly not going to explain to you if you don't already know.

I know what you Need.

Enigmatic. Immortal. Selfish. Mercurial. Human. Love her or hate her, the Princess of Freedom is a mover and shaker of In Nomine's Hell. Underestimate her, misunderstand her, and she'll take advantage.

Now the GM can also take advantage, with In Nomine Superiors: Lilith.

What's it like to know your only safety is in your net worth? How do the Free Daughters stay that way when their Mother's protections are thin and tenuous? And what happens when a Daughter of Lilith redeems?

With information about the Princess and her plots, her servants and Daughters, as well as Geases and GURPS Third Edition conversions . . .

You Need this. You Need . . . Lilith.

Prepare for your finest hour as GURPS explores the defining event of the 20th century - World War II.

GURPS WWII provides an overview of the war that transformed the globe, reviews of the nations and armies in the thick of the fighting, and descriptions of their primary weapons and vehicles. It also includes a modular vehicle-design system, for tailoring equipment in alternate-history campaigns or simply perfecting the unstoppable tank!

This is the core book for a complete line of GURPS WWII volumes. These further illustrate specific nations and theaters, the naval and air wars, additional equipment, and much more.

The Easy Way to Assess Your Choices

Combat is the most chaotic situation in any roleplaying game. So many targets, so many opportunities . . . so many options. Half the trick in figuring out the thing you should do is remembering all the things you can do.

Of all the Archangels, Eli produces the most contradictory images in the hearts of angels. He is both creator and destroyer - full of life and hope, his future wide-open, but out of control and out of his mind. His servants embody the Earth's primal creative forces. Casual and disorganized they may have become, but they remain makers of beauty and servants of Heaven.

Eli was one of Heaven's oldest - and coolest - dudes. Then, a few dozen years ago, he released most of his angels from his service, abandoned the celestial realm, and went for a long walk on Earth. He still hasn't come back. Some Demon Princes think (and Dominic fears) that with the right push, he'll Fall. Others think (and Asmodeus fears) it's all part of a more subtle plan to redeem a Demon Prince. Or some other long-term scheme that will change the balance of the War permanently. You could ask Eli, but hey - guy's been around a long time . . . maybe he just needs a break for a century or two, y'know?